A community for Substance 3D Designer users.
Recently active
Hello all, A new section is now available in Designer's documentation: Technical issues. This section covers common issues you may experience when using Substance 3D Designer. For each case, the symptom is described and recommended steps for troubleshooting are offered. Issues are grouped into impact categories, which currently are: Warnings and errors Application does not start Cannot create/load a project Crash when rendering graphs Parameters not working as expected Incorrect image output 3D View issues User interface issues Substance model graphs feature is missing These categories are available through a handy link in the Resources section of this forum on the right column, under the Common issues category. This section will be regularly expanded and updated with more common problems and solutions in order to provide a useful reference for you, with the hope of minimising downtime if the problem you encounter is known and easily fix
Hi All, Getting python recursion errors when trying to publish a relativly simple substance graph and it fails but generates the texture maps etc just fine. Tired to contact support but auto response said they were closed, so trying here to see if anyone else has had same issues while I start debugging it, can't see any other reported issues the same having a search about. [MSG][975][GPUInfo]Using GPU number 0: NVIDIA GeForce RTX 3090 [ERR][976][Python]Traceback (most recent call last): [ERR][977][Python] File "C:/Program Files/Adobe/Adobe Substance 3D Designer/resources/python\designer\appinterop\appinteropui.py", line 190, in __onActionTriggered [ERR][978][Python] [ERR][979][Python]self.__callback() [ERR][980][Python] File "C:/Program Files/Adobe/Adobe Substance 3D Designer/resources/python\designer\appinterop\appinteropui.py", line 481, in __onPublish [ERR][981][Python] [ERR][982][Python]pkg, publishParams, self.__uiMgr.getMainWindow()) [ERR][983]
Let's say for example I have folder with 100 images in it. I would like to perform some operation on those images in Designer and replace them (or save in another folder but with same filenames).Let's say I wanna blur every image and change it's levels. Is there a quick way way to perform these operations on all the images without manually connecting 100 input and output nodes and then renaming nodes, so the filename output will match? Blur and level values would be this same for every image. No need for variation here
Substance 3D Designer 11.3.2 has been released today. Here is the complete release notes of this bug fix version: Bug fixes [Substance models] Can't publish package that contains Substance models graphs [Substance models] Impossible to export a model graph in some specific cases [Substance models] Make parameters ranges more coherent [MDL] Crash when exporting MDLE file [MDL] Wrong .mdl file generated when a MDL graph contains Dot nodes connected to Exposed parameters [2D View] Optimize display of painting tools [Content] Inconsistent Output size parameter setup in template's source graphs [Properties] Labels of Soft/Hard ranges are wrong in the Property Panel for MDL and Substance models exposed nodes [Templates] Update default values of inputs in 'Sampler filter' template Features and Improvements: [Documentation] Update 'Iray' section
Looking for SBS modeling examples,is it possible to download procedural models from substance source?Im looking for 3d building set, like there is one in the substance source https://substance3d.adobe.com/assets/allassets/b5f8a504036dbd2b34a0b99cc5cd437988f9ef5f?q=building&u=buildingIs it possible to download procedural models from there or somewhere else? If not are there plans to expand it in the future?Where can I find the procedural modeling examples?
I want to make my own material blend and multi material blend nodes and would like a new preset become default one when I drop the nodes in graph pane. Is there a way to do so ?
Does anyone knows a full list of criteria necessary? Those 2 and 3 hotkeys work for default material nodes only but never work for my custom made ones .Whats the trick?
After the last update of the program in 3d view, the material stopped being displayed correctly, I can't understand what's the matter, please help me figure it out.Mac Os Big Sur Operating System
Hey everyone. So I'm exporting my sbsar to Unity but the normals have artifacts. What settings do I need to adjust in Unity 2021 URP to get them to look similar to Designer? I increased the resolution to 4096, but that didn't help. I also tried to change the compression as well with little avail. Any help would be appreciated. I'm also using the Substance Designer plugin/asset from the Unity store. Thanks!
Hi, Texture/Material Gurus.By the help of Substance Designer's Python Editor, I'm trying to draw/plot some complex sine waves such as "Squeeze Theorem / Sandwich Theorem" shown below:[squeeze theorem example]I'm trying to somehow use Matplotlib in SD's Pixel Processor to plot diverse functional graphs.But, a week-long intensive googling has failed to find a solution to import external or 3rd party Python libraries or api to Substance Designer. Its internal Python Editor keeps prompting error logs like this: [Numpy & Matplotlib are installed in the right directory. But, Substance Designer's Python Editor can't read\/recognize Numpy??] On my PC, I've installed all most every existing Python functional graph-drawing Libraries, such as Matplotlib, Numpy, Turtle, Tkinter, Sympy, Pysound, Graphviz, Plotly, etc. in the right directory/path recognizable for SD as a test.But, it seems like SD doesn't read or recognize those libraries, escpecially Numpy (which, I guess, the core library
Hi, following a breakdown on the topic, I've built a node tree to create these metallic tiles stacking on top of eachothers. My problem is that the entire thing only has one uniform color, while I want each tile to have a slightly different color, is there any way to achieve that?
Hey all, just starting out with Designer and I've run into an issue where any adjustments I make to the height displacement of my materials appear to either not be reflected in the 3D Viewport, or are very miniscule compared to the examples I'm following online. Examples:https://i.imgur.com/jWFHEfv.pnghttps://i.imgur.com/GUJCXTX.png Under the Materials tab: I've set Adobe Standard Material to "Tessellation + Displacement", the Height Scale is set to 1, and the Tessellation Factor is set to 16. I've also tried setting the Renderer to IRay but this doesn't appear to solve it. Any ideas as to why the height displacement is so minute for me? Thank you!
well I'm new to the designer and I decided to make a simple herringbone node, the idea is that the external "brick" has its dimensions changed by me to suit the pattern and it was working correctly with the brick I created for preview, I used a multi switch to choose between the "default" and a custom one but when I put the custom one it doesn't work right (follow the print, I use in a test graph the node created using the same brick of the preview, it is a ctrl+c ctrl+v than it's inside the node and it's still not working, I'm sending the node in case anyone wants to see it)
I'm trying to export a mesh made in Substance 3D designer as a Substance 3D model file. However, upon exporting, I get an error message.Here are the steps I'm taking and the error message I'm getting as a result: I create a mesh inside the new Substance model graph, and I have a node set as the 'root' of the graph. I go to export the mesh as a Substance 3d model file (by right-clicking the graph in the explorer tab, clicking export, save as Substance 3d model file) Then I get this error message: "Failed to export graph (Error: 'PreprocessFailed')" Anyone know what to do here?
Can somebody explain please how size >pixels works in tile sampler? I'd like to recreate the option for my own fxmap. When I try to modify the node something goes wrong.
Hi, I'm on Windows 10 and my SD is the 11.2.2 (the 11.3 is downloaded and being installed as I write) I'm making a bark texture and I need it to be 1:2 ration (e.g. 2048 px width and 4096 px height). I set up my graph with 2k x 4k resolution, thinking that was how it was done. However, I realised quickly that the 3D view was displaying incorrectly: stretching the width of my texture to make its ratio 1:1 and tile it once on both the u and v axis of the UVs. I thought there would be an option to change the tiling settings in the parameters of the 3D view, but didn't find one that would let me have a different tiling number on the u and v axis. During my search, I also realised that actually, my 2k x 4k texture was just a 2k x 2k texture repeated twice vertically. My tile random node just repeated the same pattern 2 times vertically. Is it possible to create a 1:2 texture within Substance Designer (with no repetition of the v axis)? If yes, how do I do it?&
I am trying to figure out how certain features work to make an improvements I need.I often see dome float2 node with 'size_pixels' for example ( without #) , a lockal variable my guess, right? How can I find it's graph and where it is? Or at least what values it outputs?
I'd like to make a pattern that looks like a brush stroke (just like in Photoshop). Like this:Given a brush tip and a curve pattern, generating the brush stroke. Of course I can just paint this in Photoshop, but I'd like to make it procedurally, so I think Substance Designer may be the right choice. I know there is Shape Splatter, but it splats the shapes all over the places. How could I make the brush stroke like above?
HiI try to simulate wood section with Substance Wood material This is my try Need advice to make ring wood in the end of wood sectionAttached fileThankTravis
I'm using SD to make rock materials and I'd like to generate a mesh that matches the material. Is it possible to use a Substance height map output to displace a plane in a model graph? Seems like a common need but I can't seem to find a way to do this. Thanks,Brett
I own perpetual licenses for designer and painter that I renewed in october following the announcment that perpetual licenses would not be sold anymore. After today announcment I installed adobe CC to see none of my substance apps are available and the substance launcher doesn't have the updates either. There is no information anywhere for how I can verify/ transfer my licesnses over to CC. Looking to know what is happening with perpetual licesnses and if there is a solution to this?
ça fait des jours que je cherche et il ne me reste plus beaucoup de temps pour rendre un travail important, je n'ai pas trouvé où vous contacter non plus alors je le fait ici.Ma version d'essais vient d'expirer aujourd'hui et je ne sais pas où rentrer mes clés d'activation substance.Savez-vous où je pourrai faire ça ? Merci. (Les clés en question)
Hi all, Adobe standard material not working out well for me with Iray in substance or painter; Once I switch to PBR metalic rough everything is good. I completely lose ambient occlusion for instance with the ASM. Is that these materials are not completely compatible with Iray or am i doing something wrong?
When working with displacement in mind, is it still a good idea to generate normal maps from the height map? It seems like when that is done, the normal map does weird things on top of the displaced geometry at render time. Looking for some gidance where this is concerned, thanks in advanced.
Hello all, Is there a way to repeat a pattern along an edge mask? - e.g repeat a circle along an edge mask so the circle shape follows the edge. That is the mask does not cut into the circle but the circle follows the mask edge. This shape will then not just follow the mask edge but fill the mask with the circle shape too. So you are left with a mask filled with the circle shape BUT also at the edge of the mask the circle follows the edge of the mask cleanly without the mask cutting into the circle? Can easily fill a mask with a circle shape but it cuts into the circle shape at the edge of the mask but is there a method to be able to fill the mask with the circle but not have the mask cut the circle at the edges. Thanks in advance. Mark.
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.